Yes i noticed that, But there were lots of other files i had to change aswell, just in case if there would be any more problems with this mod, so i fixed them aswell :) If you encounter any more problems with this mod just report. i quick tested these so they work like a charm.
I installed this mod with "Just a few bugs" mod the AIO Version, and the appearance of the turrets were glitchy, it's like, the turret wasn't finished it's deploy animation, the turrets were still working fine, like they're still shooting
Yw m8. Yes i can change them, actually tried this some while back and have it stored, This also changed enemy turrets aswell and where they are placed they look little off, and with technician ability to be able to place the turrets on safety rails rly messed immersion since these ua571 are big they float in air, but i can try to see if i can only get tech turrets changed, and change them about same as consumables to only be able to placed on ground. Can make an Optional file of this including consumable turrets.
Hi.You have made some really good mods and the game is really better with them.I need a little help.Where can I find the one where I can change the number of turret guns? So that I can take more than 3 with me on missions.
nice find m8, i kinda liked it myself, might add it on next update if i can find any more adjustments or changes on these turrets. Only one thing is still bugging me with these turrets that ive not managed to work is this Servo rotating sound on these ua-571 animation. that it normally didn`t have or coldiron forgot to add it to them. Technician turrets and the normal Consumable turrets uses this sound when they rotate. if Someone with better modding skills could fix this and make an mod out of this Would appreciate it.
/Game/WwiseAudio/Events/Consumables/Turrets/Play_sfx_consumables_turrets_servoRotate - This sound file to be added to /Game/Characters/Critter/Weapons/UA571_AutoTurret/UA571_AutoTurret_idle - This animation
Great mod, these huge turrets make me feel safer. Maybe you can make a version where the turrets can be placed on higher positions. It seems to be possible to do this by simply modifying CoreComplexTargetActorPayload_CapsulePlacement.
Thank you, Yes i know about the changing on turret placement, but after testing first time same as technician turret i decided to not to. The turret Floated in air and ruined immersion. so i leaved technician turrets to still be able to be placed on higher ground.
25 comments
With the QOL102023 update it no longer works. The turret weapons do not fire.
Is there any solution?
In the meantime I found the error. The Critter_Turret_Base was the AI with the problem.
If you encounter any more problems with this mod just report. i quick tested these so they work like a charm.
It works perfectly and really adds to my enjoyment of the game.
May I ask, are you also able to change the Technicians turret to the UA571-C?
Can make an Optional file of this including consumable turrets.
/game/FX/Weapons/A20_Muzflash/Particles/P_TBv2_Flash
It's perfect for UA-571 turrets. I have tried so many...............
Only one thing is still bugging me with these turrets that ive not managed to work is this Servo rotating sound on these ua-571 animation. that it normally didn`t have or coldiron forgot to add it to them.
Technician turrets and the normal Consumable turrets uses this sound when they rotate.
if Someone with better modding skills could fix this and make an mod out of this Would appreciate it.
/Game/WwiseAudio/Events/Consumables/Turrets/Play_sfx_consumables_turrets_servoRotate - This sound file to be added to
/Game/Characters/Critter/Weapons/UA571_AutoTurret/UA571_AutoTurret_idle - This animation